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GEn z gamers:

MODERN DAY
video GAming
JAVIER PEREZ BA 180.1 - ANALYTICAL
REPORT# 3

Respondent profile
mean monthly disposable income of 6, 985.34

The respondents were 79 individuals from the


age of 17-21 with a mean age of 18.61. The average
age at which they started playing was at age 8.

Around 24% of the 79


17 yo
20 yo 12.7%
respondents owned a laptop
20.3%
and tablet/mobile device

Males
46.8% Females 18 yo
53.2% 19 yo
Analysis
39.2%
25.3%

The respondents who played video games


took a mean time of 3.46 hours playing video
games. MOST OF THEM PLAYED AT LEAST ONCE A
WEEK.

The skewness is approximately symmetric in regards to


the age. (between -0.5 and 0.5)

It was mostly casual gamers who were sampled as


the top answers were "At least once a week" and
"never" to the question, "Do you play video games?".
non-gamers made up over 1/4 of the data set.
There is a significant There is a significant
positive strong strong relationship
relationship between between the number
the sex of the of game devices
respondent and if owned and if the
they play video games. gamers play online.
This could stem from
the effect of
gender roles on
hobby preferences in
society.

There is a significantly strong


relationship between parents
approving of video game habits and the
sex of the respondents based on the
necessary measures of association.
the only time when parents DISagreed
on their child's video game hobby was
because the child was a female. (4
recorded answers)

INSIGNIFICANT WEAK RELATIONSHIPS


BETWEEN THE REST OF THE FACTOS
One downside of this data is that most of the variables have weak
and insignificant relationships when inputted through the
NECESSARY measures of association.
(E.g.) Values of Monthly Income & Average Daily Time spent on Video
games => high correlation, weak connection.
monthly income & starting age playing video games => Significant
Weak Relationship

CONCLUSIONS & recommendations


As expected, the data
gender was a highly impactful
showed that those who
factor regarding the
played games often spent
characteristics of the
the most time playing and
respondents.
The males were more likely to
also owned more video game

identify as gamers than the platforms.

females. The data set proved to be

It is recommended that Future very limiting in making use of

studies on this topic involve more relevant statistical tests


quantitative values in order to (e.g. measures of association.)
produce better associations. to this would have been
add, there is a high number of helpful in making proper
respondents who don't play video interpretations.
games.

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